Mondomaniatrics Development Blog

… mostly blog. Development stops by for a beer every once in a while.

Archive for June, 2009

Training Frogs

These frogs are what the hero trains his attack and casting skills on in the very beginning of the game. I think they’re adorable, and thought you might like to see them.

Also, some more artwork of the level outside the academy.

New level and a full redesign

My buddy Ryan and I are adding a new level to the game. It will be an initial stage for learning the controls and setting up the backstory. I figured out how to add some soft highlights and shading, which makes the background look more like it came out of Photoshop instead of Flash. I’ve also shrunk the size of all the characters to get some more action on screen.

I finally bought Flash CS4, which gives me a good reason rework a lot of Conjurer’s code. Why is this a good idea? Now stages are no longer limited by a 2880×2880 bitmap. Flash 10 is faster than Flash 9. I may even be able to use some of Flash 10’s 3D capabilities.

More level artwork later. Now that the size limit is broken, we’re doing a lot of redesign for all the levels in the game.

What do you think of all the new updates Ogre General?

 

*** Edit ***

Some people were interested in seeing what the image looks like without the soft highlights and shading. As you can see, it really makes a big difference.

 

Augmented Reality?

This is amazing! I’m VERY eager to see how this will pan out in the future.

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  • Filed under: Fun Stuff
  • Level 1 Boss animations

    I’m working on the Ogre General, Level One’s boss, and I though you might like to see how he’s coming a long. There is still quite a bit of work to do, but it feels great to finally see him moving around. In case you haven’t been keeping up, the Ogre General has a pair of magic gauntlets that channel and charge energy from bolts of lightning.

    Colossal Crisis completed!

    Wow… it’s finally done! We presented our project yesterday as well as at the Senior Project Expo and it was very well received.

    Here’s the demo reel.

    The game was made in XNA 3.0 and can be controlled with either a Xbox 360 controller or the keyboard. The following are the members of Team Rawr and what their roles were in CC’s development.

    Developers:
    Quin Kennedy: Programming.
    Ed Fleischman: Programming.
    Fritzie Mercado: Art and animation
    James Dalby: Programming, Art and Animation

    Game Details:
    Developed using XNA 3.0, Adobe Flash, Adobe Photoshop, Google Code, Tortoise SVN.
    Platform: Windows

    Music:
    MaestroRage

    If you submit any questions, the team all have author accounts on this blog, so they can answer any specific questions you have.

    Feels good to complete a game. Haven’t done that in a while.

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  • Filed under: ColossalCrisis